Ethernaut

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Viewing 15 posts - 31 through 45 (of 288 total)
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  • in reply to: Getting rid of the cracks? Tile Images… #15042

    Ethernaut
    Participant

    Just tried using my SpriteTools Atlas class, and it fixes the problem by working its magic behind the scenes…

    https://github.com/DoctorWhoof/spriteTools

    Minimal changes to your code, and unchanged texture file.

    in reply to: Sprites in cross setup for grass. #15024

    Ethernaut
    Participant

    “Free rotation” sprites (instead of upright or billboard) would be nice, specially for things like effects with tons of sprites.

    in reply to: Build Error #15023

    Ethernaut
    Participant

    Installing Emscripten can be a pain, so if you don’t need it (it allows the app to run in a web browser) you can just turn it off when rebuilding modules.

    in reply to: QCollision test #14988

    Ethernaut
    Participant

    Problem solved, here’s Mark’s explanation in case anyone runs into the same issue.

    https://github.com/blitz-research/monkey2/issues/402

    I hope to post the finished Character Controller eventually to the code library section, since it’s such an essential component when you’re making action games.

    Cheers.

    in reply to: QCollision test #14987

    Ethernaut
    Participant

    Ok, I figured why the sliding behavior depended on movement axis and fixed it. Also added more collision shapes.

    The sphere is the only one not behaving correctly, seems like a bug to me! It looks like the collision result is using the diameter value as if it’s the radius, or something like that. Will file a bug.

    Here’s the updated code. Hit space to toggle different collision shapes.

    in reply to: SacredLands Released #14931

    Ethernaut
    Participant

    Looking good!
    Hope to have a bit of time to try it soon…

    in reply to: Houdini to Mojo3D pipeline #14805

    Ethernaut
    Participant

    And here’s the Python exporter… still needs lots of work, but should work with the free Houdini edition (Apprentice), if anyone wants to try it. Please read the Github readme file so you know which nodes are supported before trying it.

    I’m not super familiar with Python, and this is the largest thing I’ve done in it, so expect many rookie mistakes.

    https://github.com/DoctorWhoof/Houdini-To-Mojo3D-Exporter

    The main roadblock now is the lack of gltf support in Houdini, added to the fact that I can’t get a decent material export from Houdini to any external file format… but at least Houdini Material to Mojo3D PbrMaterial works great!

    There’s an option to convert references to .fbx and .obj files to a reference to a .glb file on the mojo3d side, but it’s annoying that I have to create two different files for a single model.

    Will come up with better ways to override the material in the .mojo3d file itself. Currently, you can do it if the FBX file is collapsed (“Collapse Hierarchy on Load” option), but you can only assign a single new material – see the green block in the middle of the monkeys, it’s a .glb file that had its material replaced.

    in reply to: Houdini to Mojo3D pipeline #14715

    Ethernaut
    Participant

    Mini update: I’ve been working in the Houdini to Mojo3D Exporter Script, and by “working” I mean I’ve rewritten the damn thing three times now…

    I believe I found the best solution, though: no custom Houdini Digital Assets (nodes) at all! I’m simply translating the native Houdini nodes to Mojo3D equivalents via Python script. It expects things to be done in a certain way (Principled Shaders for materials, etc.), but this is actually really fast to update, much faster than maintaining dozens of custom Houdini Digital Assets…

    Next steps are: getting textures in materials and, finally, attempting to load an external model in .FBX format. If all succeeds, I’ll figure out a way to add components to entities directly in Houdini.

    I have to say, being able to work on those .mojo3d files visually and “hot reloading” them after making changes (no need to recompile anything, just hit a shortcut to reload the current scene) is much, much, much faster than dealing with coding the scene directly… no surprise here though.

    Once I have more features in I’ll share the exporter on Github. It’s a single python file, yay! It should also run well on the Free edition of Houdini! 🙂

    in reply to: Light mapping #14522

    Ethernaut
    Participant

    Blender’s Glb converter seems to have stripped out the second uv channel, even though Blender imports it from the fbx… sad trombone…

    But at least the AmbientTextureProperty seems to be doing its job well, thanks Mark!
    Here with TexCoord1 copied from TexCoord0:

    Here’s the ambient texture:

    By Using AmbientFactor = 2.0 I was able to use the ambient texture to both darken (ambient color < 0.5) and brighten (ambient color > 0.5 ) the resulting lighting, with grey being neutral. And it apparently plays well with ambient and dynamic lights too! (needs more testing)

    Will try to manually export and load the second texture channel tomorrow, maybe using a text file just for that.

    in reply to: Light mapping #14521

    Ethernaut
    Participant

    Ok,  I exported a cube out of Houdini as FBX with two texture coordinate channels, and it can re-import it without losing anything, so the exported file supports 2 uv channels just fine.

    Mojo3d-loaders does not seem to be loading the second channel, even though Assimp seemingly supports it. From the Assimp features page: “Loads multiple UV and vertex color channels (current limit is 8)”.

    I also wasn’t able to convert to gltf preserving the second uv channel (Clay Viewer doesn’t seem to support it).

    Let me try… sigh.. Blender now… (I have Blender allergies).

    in reply to: Light mapping #14520

    Ethernaut
    Participant

    Yay! testing soon…

    Just to make sure I understand, If I have a dynamic light and a box with an Ambient Texture, does the ambient texture add light to the total result (light intensity + ambient texture)? Or does it multiply?

    in reply to: Bust! Some physics requests… #14510

    Ethernaut
    Participant

    This one ran incredibly slow on Firefox and Chrome (10fps average)… but 60fps on Safari, somehow!

    😮

    in reply to: Light mapping #14508

    Ethernaut
    Participant

    So you’d use AmbientOcclusion2 to use texCoord1?

    My only concern is that Ambient Occlusion currently seems to work correctly, “blocking” ambient light and reflections. This new light map shouldn’t take any of that into account (I think…)  since usually you spit out JUST the channel you want from the 3d app – I.e. indirect light – and If you use a path tracer to obtain that channel from a static mesh it should be correct, with all color spills, contact shadows, etc, and only needs to be added to the final result, with the ambient occlusion still there preventing things like reflections inside cavities.

    I need to test it. Maybe it will be just fine! 🙂

    Can we get a multiplier (LightMap Factor, or something like that)? It doesn’t make sense for Ambient Occlusion, but it would make sense for light maps, since the value should be able to go above 1.0

    Thanks!

    <edit> Sorry about my ramblings. The point is: Ambient Occlusion map and Light Map can be useful together, serving different purposes. Cheers!

    in reply to: Light mapping #14504

    Ethernaut
    Participant

    Super simple demo up and running…
    https://ethernaut.itch.io/cube-chamber

    Download size is huge for such a small scene, about 50Mb. I hope to keep it much, much lower once we have Lightmap on texCoord1, since I’ll be able to tile the textures on texCoord0 and use a single light map texture on texCoord1. Will also be much sharper!

    Still have to find how to bring in those extra texture coordinates, though… will try some of the assimp formats.

    in reply to: Light mapping #14503

    Ethernaut
    Participant

    Ok, got it working the right way for emissive now (color texture doesn’t show when all lights are off, only the emissive color). Not sure what I was doing wrong… would still welcome the Light map addition, of course!

    I hadn’t thought about using static light flags as a way to control light inclusion/exclusion. It works for me, although I’d probably still set my directional light to dynamic and provide only bounce/ambient lighting in the Light map.

    Can’t wait to see the new shader stuff. Is it going to be easier to make custom materials?
    Thanks!

Viewing 15 posts - 31 through 45 (of 288 total)